The Man-At-Arms Advanced Class

Credits

Author: Fraser Ronald
Publisher: Sword’s Edge Publishing

Open Game Content

Requirements

To qualify to become a Man-At-Arms, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Knowledge (tactics) 6, Ride 6.
Feat: Mounted Combat
Other: Proficiency with two martial weapons.

Class Information

Hit Die: 1d10

Class Skills: Climb (Str), Craft (armor, weaponsmith) (Int), Gamble (Wis), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (civics, geography and history, nobility and royalty, tactics) (Int), Listen (Wis), Navigate (Int), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis) and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.

Table: Man-At-Arms

Level BAB Fort Ref Will Special Def Rep
1st +0 +1 +1 +0 Talent +1 +1
2nd +1 +2 +2 +0 Bonus feat +1 +1
3rd +2 +2 +2 +1 Talent +2 +1
4th +3 +2 +2 +1 Bonus feat +2 +1
5th +3 +3 +3 +1 Talent +3 +2
6th +4 +3 +3 +2 Bonus feat +3 +2
7th +5 +4 +4 +2 Talent +4 +2
8th +6 +4 +4 +2 Bonus feat +4 +2
9th +6 +4 +4 +3 Talent +5 +3
10th +7 +5 +5 +3 Bonus feat +5 +3

Class Features

The following features pertain to the Man-At-Arms advanced class.

Bonus Feats: At 2nd, 4th, 6th, 8th, and 10th level, the Man-At-Arms gets a bonus feat. The bonus feat must be selected from the following list, and the Man-At-Arms must meet all the prerequisites of the feat to select it.

Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Dead Aim, Deft Loader*, Endurance, Far Shot, Great Cleave, Greater Weapon Focus, Heroic Surge, Improved Critical, Improved Damage Threshold, Improved Precise Shot, Improved Sunder, Leadership, Manyshot, Marksman*, Mounted Archery, Mounted Gunnery*, Point Blank Shot, Power Attack, Precise Shot, Rapid Loader*, Rapid Reload, Rapid Shot, Renown, Ride-By Attack, Shield Proficiency, Spirited Charge, Toughness, Trample, Weapon Focus.

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Man-At-Arms selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the Man-At-Arms qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.


Unit Skills Talent Tree
The Man-At-Arms has worked within a standing, professional army and knows the tactics of massed combat. The Man-At-Arms fights as part of a unit, rather than a single, glory-seeking idiot.

Troop Tactics: The Man-At-Arms understands how to fight as part of an effective group. When a part of a group fighting as a cohesive unit, the Man-At-Arms gains +1 competence bonus on both attack and defence rolls

A cohesive unit is one that fights together, against a common enemy and is lead by a single, recognized commander.

Special: If the leader of the unit has the Command Troops talent, the bonuses stack. The bonus for Troop Tactics stacks with the Formation Fighting feat.

Command Troops: The Man-At-Arms has mastered the tactics and necessities of organized battle. When leading a cohesive unit, the Man-At-Arms provides a competence bonus to attack rolls or a dodge bonus to Defence (the Man-At-Arms' choice) to all of her allies (not including herself) within sight and voice range of the Man-At-Arms' position. This bonus is equal to the Man-At-Arms' Intelligence modifier (minimum +1), and it lasts for a number of rounds equal to one-quarter her levels as a Man-At-Arms, rounded down, with a minimum of one round.

A cohesive unit is one that fights together, against a common enemy and is lead by a single, recognized commander.

Prerequisite: Charisma 12, Troop Tactics


Cavalry Talent Tree
The Man-At-Arms lives in his saddle. He can eat, sleep and fight from atop her mount. Like a centaur, his training allows him to act together with his mount like one being.

Horsemanship: The Man-At-Arms is at his best fighting from horseback. When mounted, the Man-At-Arms gains a competence bonus on attack rolls equal to half his or her levels as a Man-At-Arms (minimum of +1).

Speed of Horse: The Man-At-Arms is able to coax his mount to increase its speed by half. When charging, this doubles the bonus damage of a successful charge provided by the Charge talent, so the damage bonus added to a successful attack at the end of a charge is equal to twice the character's level as a Man-At-Arms.

This also doubles the dodge bonus provided by the Swift Target talent, therefore, the dodge bonus while mounted and coaxing the mount to increased speed is equal to the character's levels as a Man-At-Arms.

Prerequisite: Horsemanship

Saddle Vault: The Man-At-Arms may leap into his saddle or out of it as a standard action. The Man-At-Arms must make a Reflex save (DC15) adding his or her levels as a Man-At-Arms as a competence bonus. Failure means the Man-At-Arms has missed the saddle or is caught in it and can't get off.

Encumbrance penalties apply to the Reflex save. The armor check penalty is doubled for the Reflex save when attempting the Saddle Vault talent.

Prerequisite: Horsemanship

Swift Target: The Man-At-Arms moves with speed and assurance on a battlefield. When mounted, the Man-At-Arms gains a dodge bonus to his or her Defence equal to half his or her levels as a Man-At-Arms, rounded down, with a minimum of +1.

Prerequisite: Horsemanship


Heavy Cavalry Talent Tree
The Man-At-Arms has learned the traditional style of mounted combat, with a mass of heavily armored cavalry moving against the opposing force.

Charge: The Man-At-Arms is a master of the cavalry charge. The Man-At-Arms adds a competence bonus equal to her levels as a Man-At-Arms to the damage of any successful attack at the end of a charge. The charge must be accomplished while mounted, and the mount must move at full speed for at least twenty-five feet before striking the target. The mount cannot begin its charge from twenty-five feet away unless it can immediately reach full speed.

The Man-At-Arms may only make a single attack at the end of the charge.

As per normal combat rules, the Man-At-Arms gains +2 on his or her attack roll for being mounted. This bonus stacks with the bonus provided by the Horsemanship talent. However, the Man-At-Arms does not take the usual -2 penalty to Defense against melee weapons. The -2 penalty to Defense remains when the Man-At-Arms is attacked by a ranged weapon.

Prerequisite: Horsemanship

Steady Lance: The Man-At-Arms has practiced long and hard with the lance or other weapon used while mounted. When attacking at the end of a charge (as per the Charge talent), the Man-At-Arms gains a competence bonus equal to her levels as a Man-At-Arms to the attack roll. This bonus does not stack with the bonus provided by the Horsemanship talent though it does stack with the standard bonus of +2 to an attack roll when charging.

Prerequisite: Charge, Horsemanship

Thunderous Charge: The Man-At-Arms can demoralize opponents by charging them on her mount. The opponent(s) must make a Will save (DC 10 + the Man-At-Arms' level + the Man-At-Arms' Charisma modifier). The effect lasts for a number of rounds equal to one-half of the character's levels as a Man-At-Arms, rounded down, with a minimum of one round. The Man-At-Arms can demoralize a number of enemies equal to one-quarter the character's levels as a Man-At-Arms, rounded down, with a minimum of one enemy.

A demoralized opponent has a -2 morale penalty on saving throws, skill checks, attack rolls, and damage rolls.

Prerequisite: Charge, Horsemanship

Terrifying Charge: The Man-At-Arms can route opponents by charging them on her mount. The opponent(s) must make a Will save (DC 10 + the Man-At-Arms' level + the Man-At-Arms' Charisma modifier). The effect lasts for a number of rounds equal to one-half of the character's levels as a Man-At-Arms, rounded down, with a minimum of one round. The Man-At-Arms can route a number of enemies equal to one-quarter the character's levels as a Man-At-Arms, rounded down, with a minimum of one enemy.

A routed opponent will flee combat. If there is no oppotunity to flee, the opponent will surrender.

Prerequisite: Charge, Horsemanship, Thunderous Charge


Light Cavalry Talent Tree
The Man-At-Arms has training or experience with the newest styles of cavalry tactics, based on speed and ranged weapons.

Mounted Bowman: The Man-At-Arms is trained in using bows and crossbows while mounted. With any bow or crossbow, the Man-At-Arms takes no penalty when attacking while his mount moves at double speed. When the mount is moving at full speed (quadruple speed) the penalty is reduced to -4 on attacks. If the Man-At-Arms has the Mounted Archery feat, the penalty for moving at full speed is reduced to -2.

Also, the Man-At-Arms gains the +1 attack bonus usually applied to melee combat mounted when using bows and crossbows while mounted and his or her mount is moving at regular speed.

Prerequisite: Horsemanship

Mounted Gunner*: The Man-At-Arms is trained in using handguns while mounted. With any hand-held gunpowder weapon, the Man-At-Arms takes no penalty when attacking while his mount moves at double speed. When the mount is moving at full speed (quadruple speed) the penalty is reduced to -4 on attacks. If the Man-At-Arms has the Mounted Gunnery feat, the penalty for moving at full speed is reduced to -2.

Also, the Man-At-Arms gains the +1 attack bonus usually applied to melee combat mounted when using any hand-held gunpowder weapon while mounted and his or her mount is moving at regular speed.

Prerequisite: Horsemanship

Caracole: The Man-At-Arms is especially skilled at this type of attack. At the end of a charge, he can make a single attack (or two if using two weapons) and retreat without provoking Attacks of Opportunity. This is similar to the Ride-By Attack feat, save that the Man-At-Arms can move in any direction (does not need to continue on path of charge) and that no opponents gain Attacks of Opportunity.

Prerequisite: Horsemanship, Ride-By Attack feat

New Feat

The following feat can be used in any campaign that incorporates rules for gunpowder weapons.

Mounted Gunnery
The character has the training and experience necessary to use firearms while mounted.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a gunpowder weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
Special: A fighter may select Mounted Gunnery as one of his fighter bonus feats.

*Note: These mechanics can be used in a campaign that includes gunpowder weapons.

The Fantasy d20 Man-At-Arms

The mechanics for fantasy d20 are different in many respects from the modern d20 mechanics. The following presents the Man-At-Arms advanced class in a format that can be used in a standard fantasy d20 campaign.

Requirements

To qualify to become a Man-At-Arms, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Knowledge (tactics) 6, Ride 6.
Feat: Mounted Combat
Other: Proficiency with two martial weapons.

Class Information

Hit Die: 1d8

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis) and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Table: Fantasy d20 Man-At-Arms

Level Attack Fort Ref Will Special
1st +0 +1 +1 +0 Horsemanship
2nd +1 +2 +2 +0 Bonus feat
3rd +2 +2 +2 +1 Speed of Horse
4th +3 +2 +2 +1 Bonus feat
5th +3 +3 +3 +1 Charge
6th +4 +3 +3 +2 Bonus feat
7th +5 +4 +4 +2 Thunderous Charge
8th +6 +4 +4 +2 Bonus feat
9th +6 +4 +4 +3 Caracole
10th +7 +5 +5 +3 Bonus feat, Terrifying Charge

Class Features

The following features pertain to the Man-At-Arms advanced class.

Horsemanship: This class feature is the same as the talent above.

Bonus Feats: At 2nd, 4th, 6th, 8th, and 10th level, the Man-At-Arms gets a bonus feat. The bonus feat must be selected from the following list, and the Man-At-Arms must meet all the prerequisites of the feat to select it.

Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Endurance, Far Shot, Great Cleave, Greater Weapon Focus, Improved Critical, Improved Precise Shot, Improved Sunder, Leadership, Manyshot, Mounted Archery, Point Blank Shot, Power Attack, Precise Shot, Rapid Reload, Rapid Shot, Ride-By Attack, Shield Proficiency, Spirited Charge, Toughness, Trample, Weapon Focus.

Speed of Horse: This class feature is the same as the talent above.

Charge: At 5th level, the Man-At-Arms gains the Charge class feature. The Man-At-Arms adds a competence bonus equal to her levels as a Man-At-Arms to the damage of any successful attack at the end of a charge. The charge must be accomplished while mounted, and the mount must move at full speed for at least twenty-five feet before striking the target. The mount cannot begin its charge from twenty-five feet away unless it can immediately reach full speed.

The Man-At-Arms may only make a single attack at the end of the charge.

As per normal combat rules, the Man-At-Arms gains +2 on his or her attack roll for being mounted. This bonus stacks with the bonus provided by the Horsemanship class feature. However, the Man-At-Arms does not take the usual -2 penalty when charging to Armor Class against melee weapons. The -2 penalty to Armor Class remains when the Man-At-Arms is attacked by a ranged weapon.

Thunderous Charge: This class feature is the same as the talent above.

Caracole: This class feature is the same as the talent above.

Terrifying Charge: This class feature is the same as the talent above.

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15. COPYRIGHT NOTICE

Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Modern Principles Copyright 2006 Sword’s Edge Publishing; Author Fraser Ronald
Gunpowder Plots Copyright 2006 Sword’s Edge Publishing; Author Fraser Ronald
The Mercenary Advanced Class Copyright 2006 Sword’s Edge Publishing; Author Fraser Ronald
The Man-At-Arms Advanced Class Copyright 2006 Sword’s Edge Publishing; Author Fraser Ronald
The Man-At-Arms Advanced Class OGC Copyright 2006 Sword’s Edge Publishing; Author Fraser Ronald

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